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      1 #version 400 core
      2 
      3 layout(vertices = 4) out;
      4 int outa[gl_out.length()];
      5 
      6 patch out vec4 patchOut;
      7 
      8 void main()
      9 {
     10     barrier();
     11 
     12     int a = gl_MaxTessControlInputComponents +
     13             gl_MaxTessControlOutputComponents +
     14             gl_MaxTessControlTextureImageUnits +
     15             gl_MaxTessControlUniformComponents +
     16             gl_MaxTessControlTotalOutputComponents;
     17 
     18     vec4 p = gl_in[1].gl_Position;
     19     float ps = gl_in[1].gl_PointSize;
     20     float cd = gl_in[1].gl_ClipDistance[2];
     21 
     22     int pvi = gl_PatchVerticesIn;
     23     int pid = gl_PrimitiveID;
     24     int iid = gl_InvocationID;
     25 
     26     gl_out[gl_InvocationID].gl_Position = p;
     27     gl_out[gl_InvocationID].gl_PointSize = ps;
     28     gl_out[gl_InvocationID].gl_ClipDistance[1] = cd;
     29 
     30     gl_TessLevelOuter[3] = 3.2;
     31     gl_TessLevelInner[1] = 1.3;
     32 }
     33 
     34 in vec2 inb[];
     35 in vec2 ind[gl_MaxPatchVertices];
     36 
     37 #extension GL_ARB_separate_shader_objects : enable
     38 
     39 layout(location = 3) in vec4 ivla[];
     40 layout(location = 4) in vec4 ivlb[];
     41 
     42 layout(location = 3) out vec4 ovla[];
     43 layout(location = 4) out vec4 ovlb[];
     44